My game is called "A Sojourn in Alexandria; Virtues Edge". It's a game focused on a journey to or through the young city Alexander the Great founded and the game unfolds in accordance with Nicomachian ethics. More interesting then it sounds and it has a combination of improv techniques and some novel mechanics.

At first, I was going to do a game called Action City!, a high-octane, over-the-top bunch of nonsense emulating Hollywood action movies at their most explosiony and Bay-esque, but then... well, it started to sag under its own weight. It might still work, but I don't want to force it.

So now I'm thinking about a game called Horse People about sorta Proto-Indo-European/Native Americanish hunter-gatherer nomad-types. Play takes place over the course of a year's migration, season by season. Different family groupings within the tribe identify their bloodlines by wearing animal skins. Conflicts center around political maneuvering within the tribe as well as just trying to survive the elements. I have something for Edge, but neither Desert nor City are sparking any ideas right now, so... this to may be abandoned.

I have no idea if I'll finish in time, given how sketchy it all still is, but I'll give it a shot. I'll be posting about it on my blog. And I'll get a thread started here, too, just in case.

A little ironic that I'm posting after Necropolis since I've taken an inverse approach. My game, codename EXILE (better name to come, I hope), is about dying with purpose.

A typical roleplaying game is about growing into heroism: taking a character of little capability and discovering how they adapt to power. EXILE upends that trope and shakes the box. Your characters start out as powerful heroes - mages who have pushed the rules a little too far, and find themselves exiled into a hell of their own design surrounded by featureless wasteland. They must adapt to their decreasing control as the self-created world around them eats away at their health, confidence and sanity. Will they be able to come to terms with their own transgressions in time to find a happy ending? They can't escape - so they'd better darn well try.

My game is called Finders.It's a game about telling the story of the Journey of the adventurers through the desert, their stages, the tresures they'll find and the City they'll visit and stop in for a break, in their pursue of secret items or knowledge.

My game is about four people who meet in the ruins of an ancient city. Except that some of them may not actually be people, but rather spirits or ghosts. Part of the reason I wound up doing this one was to explore some possibilities for creating "big reveal" moments in GMless games, and the idea has led me in some interesting directions I think.

My game is called Chronicles of Skin. By playing the game, you accidentally take part in the generation of propaganda.

Players record the gameplay on a sheet of paper as if they were drawing a history in hieroglyphics. The game is about people affected by civil war and the history of that war as it is written by the victors.

My game is called The Hand of Gulliver the Man-Mountain. You play a Lilliputian that's exploring the hand of the giant that just washed ashore. The action is represented by actually moving your finger (that's your Lilliputian character) on the GM's hand.